U.S. top online video site for teens: Stickam
By Erina Lin, Tuesday 10 June 2008 at 19:31 :: Young Reader :: #1763 :: rss
In terms of the share of users, Stickam, a live webcam chat community, is now the most popular online video destination among U.S. teens between ages 12 and 17, according to new data from Nielsen Online's VideoCensus online video measurement service, Media Post reported.
About 44 percent of Stickam's over two million members are ages 12 to 17. Among the same age group, music-centric sites Buzznet.com and Atlantic Records followed behind with a close share of 43 percent.
According to VideoCensus, U.S. kids consumed more streams per person than those over 18, and spent more time watching online video from home in April.
Kids between two and 11 viewed 51 streams on average and spent 118 minutes on online video in April, while those between 12 to 17 viewed 74 streams and spent 132 minutes watching videos online. People over age 18 viewed only 44 streams and spent 99 minutes on online video.
The top 10 online video destinations for kids ages two to 11 and teens between 12 and 17 showed that children pursue similar interests either online and offline, according to the data from Nielsen.
Younger kids prefer sites related to famous children's toys and TV programming, while teens like to watch music videos, movie trailers and clips online, Media Post reported.
"Today's youth don't know - or don't remember - a time when they weren't going online, so their adoption of online video has been seamless. The Web provides another platform for their interest in TV shows, toys, movies and music, and offers an interactive element that children especially enjoy," according to Michael Pond, senior media analyst at Nielsen Online.
Disney Records tops all other online video destinations among those between two to 11, with an unique viewer composition percent of 50 percent. EverythingGirl.com and MyPets followed with 48 percent each.
"Among the top sites for the younger demographic we see publishers that are integrating video into games, music and other content to drive engagement with this multimedia generation," Pond added.







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